I'd suggest to check some trn files in irfanview for example (load as raw file):
Thus you might get more insight how this works.
(guess, the texture format uses some compression)
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- Thu Jan 18, 2018 12:26 pm
- Forum: 3D/2D models
- Topic: Order & Chaos 2: Redemption terrains
- Replies: 4
- Views: 1530
- Thu Jan 18, 2018 11:31 am
- Forum: 3D/2D models
- Topic: ChromeHounds MDL4 and SMD4 Formats
- Replies: 5
- Views: 1393
Re: ChromeHounds MDL4 and SMD4 Formats
ChromeHounds has a bunch of archive files of the format BND - sleet01 and MrAdults were able to make a script that extract these in this thread . yeah, 7 years old thread - welcome to the "Riders of death horses" - club! :D and SMD4 not related to Source Engine? not sure; SMD from Valve i...
- Wed Jan 17, 2018 12:55 am
- Forum: 3D/2D models
- Topic: .asr Difficulties
- Replies: 6
- Views: 1574
Re: .asr Difficulties
maybe you're just searching for things (apps) that don't exist or never will come true?
It's always your own efforts that lead you to somewhere, or a point cloud at least:
It's always your own efforts that lead you to somewhere, or a point cloud at least:
- Sun Jan 14, 2018 6:04 pm
- Forum: 3D/2D models
- Topic: Help with UVs
- Replies: 6
- Views: 1646
Re: Help with UVs
I temporary inserted the (if (uvpos>0.5) condition) into the code to get the right part of the image.) Oh i see, so I cant rebuild it! Then I need to find a way to build an .obj for that somehow. Any idea how I could achieve that? In hex2obj switch to ShortAll, then File / SaveAs mesh Load the crea...
- Sun Jan 14, 2018 4:46 pm
- Forum: 3D/2D models
- Topic: Help with UVs
- Replies: 6
- Views: 1646
Re: Help with UVs
However, i can not rebuild das, with your tool. with hex2obj you get the left part of the image in my previous post when pressing the 'uvs' button. (I temporary inserted the (if (uvpos>0.5) condition) into the code to get the right part of the image.) Also: How did you find out to subtract 1.0 for ...
- Sun Jan 14, 2018 12:12 pm
- Forum: 3D/2D models
- Topic: Noesis Python Plugin Help(.npak files)
- Replies: 3
- Views: 2239
Re: Noesis Python Plugin Help(.npak files)
before creating scripts I'd suggest to get some understanding of the npki model's 3D format:Charles01 wrote:I had no idea what to do at the vertex step.
(using hex2obj, view link in my sig)
- Sun Jan 14, 2018 11:48 am
- Forum: 3D/2D models
- Topic: Help with UVs
- Replies: 6
- Views: 1646
Re: Help with UVs
this looks like uvs; not sure how to unscramble them atm:
(well - done; had to subtract 1.0 from every uv value > 0.5)
- Sun Dec 24, 2017 10:26 am
- Forum: 3D/2D models
- Topic: Initial D Extreme Stage [PS3]
- Replies: 37
- Views: 20510
Re: Initial D Extreme Stage [PS3]
I was not able to find the offset at the beginning of the file to these blocks, I can not understand where they can be in * .efo ((( you don't need to; just search for 1A 27 04 00 as a signature in the efo file, add 10 bytes to the offset you'll find. Should result in the start of face block size; ...
- Fri Dec 22, 2017 7:42 pm
- Forum: 3D/2D models
- Topic: Rayman Raving Rabbids .mesh
- Replies: 22
- Views: 5618
Re: Rayman Raving Rabbids .mesh
guess bumpers will lead to nothing :) I erased the superfluous faces: sunGlasses.jpg then saved in somewhat format to compare which face indices were the wrong ones. But blender's obj export mixes everything up, no chance to do a simple comparison. I remember having created a "render to vertex&...
- Fri Dec 22, 2017 12:24 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
well, just another format that doesn't make sense to me; there's a good chance that it's animation data. For the face indices, seems you got the wrong ones. i'd try the ones from 0x2B58 to 0x3AA0 size of block: 0xF48 -> 3912/2= 1956 face indices count resulting in an assumed vertex count of 421. The...
- Mon Dec 11, 2017 7:49 pm
- Forum: Tutorials
- Topic: Extracting simple models
- Replies: 493
- Views: 294215
Re: Extracting simple models
Fake tri strips used:
- Fri Nov 24, 2017 12:57 pm
- Forum: 3D/2D models
- Topic: StuntGP 3D/2D Files (.PC and .PMD)
- Replies: 11
- Views: 4390
Re: StuntGP 3D/2D Files (.PC and .PMD)
Bump. Its been some time, yeah, it surely has. While it's easy to get some decent point cloud (277 vertices) the face indices are a mess. You have to find out how they have to be used. car1_PMD.JPG I tried out triangle strips with some lines commented out (#) seeming unlogical to me but they are pa...
- Sat Oct 21, 2017 2:27 pm
- Forum: 3D/2D models
- Topic: Rayman Raving Rabbids .mesh
- Replies: 22
- Views: 5618
Re: Rayman Raving Rabbids .mesh
(you'll need a script for getting the face indices)
- Sat Oct 21, 2017 9:48 am
- Forum: 3D/2D models
- Topic: Rayman Raving Rabbids .mesh
- Replies: 22
- Views: 5618
Re: Rayman Raving Rabbids .mesh
Oh! Do you think you could explain how it works? as I wrote: skip the sequence. (As you can see from the right part of the pic there's another rule required but I'm too busy atm to search for it.) And so faces are starting at 0x193C? why? I used 0xFDC for the sunglasses, iirc (but not sure, at leas...
- Thu Oct 19, 2017 5:55 pm
- Forum: 3D/2D models
- Topic: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
- Replies: 16
- Views: 7030
Re: JOB: Fist of the North Star Ken's Rage 1 or 2 Models
but... let's say i remove parts on model, how do i save changes on g1m or bin? that's the hard part :D Generally the "reverse way" requires a FULL format analysing. If it's removing only (not changing) there's a chance to set the concerning vertices to 0.0 0.0 0.0 or set the face indices ...
